The Alexandrian

Posts tagged ‘in the shadow of the spire’

IN THE SHADOW OF THE SPIRE

Session 9A: Gold

Tee must have made some sort of noise, because the woman suddenly whipped around, “Who’s there?”

When, where, and why should you roll to resolve NPC actions?

This is one of those areas where most people seem to assume that the way they do it is the way everyone does it and that there’s really no other conceivable way that you could or should do it, which tends to result in a lot of gnashing of teeth and bloody tears when these preconceptions suddenly collide with a different gaming style/preference/methodology.

One thing that is universally true: You can’t always roll for the NPCs.

“Oh yes you can!”

No, seriously. You can’t.

About 75,000 people live in Ptolus. (And that doesn’t even count the monsters.) At any given time, the absolute maximum number of those people I’m actively tracking is maybe 75. Even if you were a hundred times better than me (and, thus, actively – and absurdly! – actively tracking 7,500 people simultaneously), you’re still only engaged with 1% of the population. At any given moment, therefore, there are vast swaths of the campaign world for which you are assuming activities and outcomes based on various degrees of common sense and creative instinct.

And here’s something that most GMs hold to be true: You roll for the NPCs at least some of the time.

“Whaddya mean most?! You have to at least roll for attacks, right?!”

You don’t, though. Some GMs fudge those outcomes. Others use aggressively player-faced mechanics in systems where the actions of NPCs are only mechanically resolved if they’re directly engaged with and opposed by a PC.

The vast majority of GMs are going to be somewhere between these two radically opposed poles, however. At the beginning of this session’s campaign log, you can get a decent glimpse at how I generally handle things (with some variation depending on both circumstance and the system I’m using).

Ptolus - Linech's Burrow

First, using dramatist principles, I decided that having Linech’s mistress (Biesta) searching Linech’s office for shivvel during the PCs’ attempted infiltration would make for a good scene.

Second, using simulationist principles I set up an initial condition that looked like this:

  • Guards (2) – in area 4
  • Guards (2) – in area 8
  • Guards (4) – at gate
  • Linech – in area 7
  • Oukina – in area 7
  • Ruror – outside area 7
  • Biesta – approaching Linech’s office, she arrives in 3d6+5 rounds (looking for shivvel; shivvel in area 3 is gone; she isn’t wearing her armor)

(This is a pretty basic example of an adversary roster.)

SETTING UP INITIAL CONDITIONS

In creating these initial conditions, the first thing you’ll note is that I haven’t tried to simulate the entire nightly schedule for Linech’s burrow. For example, I haven’t said, “Biesta will sneak into his office and steal shivvel between 12:00 and 12:15 AM.”

Why not? Primarily because, at least in this particular scenario, that’s a lot of wasted prep. The PCs are unlikely to see more than one specific slice of the burrow’s schedule. Secondarily, because missing the dramatic interest of Biesta’s presence in the office because the PCs didn’t happen to show up in a specific 15 minute window isn’t a desirable outcome for me (and is also wasted prep).

Those who prize simulationism above all other concerns may balk at this. But I refer you back to our previously established truism: You can’t always roll for the NPCs. And, in a similar vein, you can’t perfectly simulate the daily schedule of all 75,000 inhabitants of Ptolus. At some point you are making an arbitrary decision about the initial conditions of any locale that the PCs begin interacting with.

Because you can’t simulate all 75,000 inhabitants of Ptolus, there is always some degree of compromise, and that means that prepping eighteen different sets of initial conditions doesn’t make any sense: No matter how many you prep, the PCs will never encounter more than one set of initial conditions (by definition).

(There are exceptions to this: If a scenario is likely to feature the PCs putting a location under surveillance, then you will, of course, want to set up the typical daily schedule for that location. Maybe mix in a few random events to vary it from day to day without needing to hand prep every day if it’s likely to be a lengthy surveillance.)

AFTER FIRST CONTACT

With all that being said, the second thing to note here is that I’ve inherently built uncertainty into the initial conditions.

One thing to remember is that I actually have no idea how the PCs are going to approach this scenario: They might sneak in. They might fight their way in. They might come up with some completely different solution I couldn’t even imagine.

These initial circumstances are designed to create interesting complications for the PCs, which they’ll either need to avoid or interact with in order to accomplish their goal. How will they avoid them? How will they interact with them? I don’t know, so I’m not going to waste a lot of time thinking about it. Following the precepts of Don’t Prep Plots, these are all tools in my toolbox; and I’ll improvise with them during actual game play.

Which is what you see play out at the beginning of the campaign journal:

  • As the PCs arrived onsite, I rolled 3d6+5 to see how many rounds it would be until Biesta arrived.
  • Because Tee waited behind the chimney “for at least a minute” to make sure she hadn’t been spotted climbing up, it meant that Biesta arrived in the office before Tee did.
  • We roll a Move Silently vs. Listen check to determine whether or not Tee is aware of Biesta. (She is.) But we also roll a Listen check for the nearby guards to see if they hear Biesta. (They don’t.)

Let’s stop there for a second, because this is our primary topic today: I rolled for the guards because I did not know what the outcome of Biesta’s snooping in the office would be. And that was true even if the PCs didn’t interfere at all.

For example, a completely different possibility is that the PCs try to break into the compound from a different direction; while they’re performing their infiltration, however, Biesta gets caught snooping and there’s a whole bunch of new activity flowing to and away from the office that they now need to deal with. Or maybe Biesta sneaking back out of the office creates a timely distraction that allows the PCs to escape. Or maybe Biesta walks in on the PCs while they’re trying to leverage Lord Abbercombe out the window.

The point is that Biesta is a dynamic element which, once set in motion, even I don’t know the consequences of.

Other GMs might want to get a little more specific in planning out Biesta’s predetermined course: They might know, for example, that (barring PC interference) Biesta will reach the office, find the shivvel, and leave without alerting a guard. In other circumstances, I might do the same thing. A lot depends on the specific needs of the particular scenario.

Think of your scenario like a billiards table: You set up the table and you let the players take their shot. Unlike a normal billiards table, though, a bunch of the balls (NPCs, etc.) are in motion when the PCs show up, and will remain in motion (probably cyclically so for the sake of easy prep) until the PCs take their shot.

(Some GMs will take this even further and ignore the interference of the PCs. I’m going to refer those GMs to the Railroading Manifesto.)

  • We roll a Listen vs. Move Silently check to determine whether or not Biesta notices Tee. (I probably also rolled for the guard, but given distance and walls his success was really unlikely.) She does!
  • We now roll a Hide vs. Spot check to determine whether or not Biesta spots Tee when she comes over to the window. She doesn’t, but in coming over to window and saying, “Who’s there?” she’s made enough noise that…
  • We roll a Move Silently vs. Listen check for the guard to once again notice Biesta. And this time, he does!

As a result, we’ve discovered that Tee’s presence — despite being quite subtle — has resulted in Biesta being discovered by the guard. This has long-term implications, because the guard then takes Biesta to Linech: Which means that the guard closest to the office is no longer present, making the additional Move Silently checks for actually extricating the statue substantially easier for the group to succeed at. But also creates a ticking time bomb at the end of which Linech is going to come to his office to find out what Biesta was up to. (In fact, if it hadn’t been for Ranthir’s clever use of feather fall to speed up the extraction, it’s likely that Linech would have gotten back in time to catch them in the act. Careful planning is important in D&D, folks!)

This is, as I said, a rather minor interaction. But I think it offers a rather nice window into my general methodology as a GM, and also highlights the fascinating and rewarding outcomes that can result.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 9A: GOLD

October 21st, 2007
The 26th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

The group headed up-city into the Rivergate District. After leaving the Ghostly Minstrel they broke up into smaller, less noticeable groups. Dominic and Elestra arranged for a carriage to wait for them near the burrow adjacent to Linech’s.

The narrow alley beside the Yebures’ house was crowded that night: All six of them were needed for the plan to work.

Tee secured her grappling hook and rope to the lip of the chimney and rapidly ascended to the roof. She hid behind the chimney for at least a minute to make sure that her ascent had not been detected, and then climbed down towards the window.

As she approached it, her sharp elven ears clearly picked up the sounds of someone moving about inside the room… despite the fact that the light hadn’t been turned on.

Tee carefully approached the window and peered inside: There was a thin, emaciated woman searching the office. She was, in fact, poking around the bookshelves where Tee had hidden Zavere’s scrying cube.

Tee must have made some sort of noise, because the woman suddenly whipped around, “Who’s there?”

Tee jerked back, but the woman was coming towards the window to investigate what she had seen. But just as she was nearing the window, Tee heard the door of the office thrown open and a rough, burly voice growled, “What are you doing up here?”

The woman’s voice was filled with tightly-controlled fright: “Linech asked me to get something for him. I was just looking for it…”

“With the light out? Get over here, we’ll just go and see Linech about this.”

“Oh please, no… no…”

Tee could hear a brief struggle, and then the woman was pulled from the room and the door slammed shut behind her.

Tee waited a few moments and then peeked around the corner of the window to confirm that the office was truly empty. It was. She reached for her tools and quickly unlocked the window, sliding it open silently and slipping inside.

She quickly crossed to the door and locked it, listening to ensure that no one else was waiting outside the room. Then she secured a second rope to the golden statue for Agnarr and Tor to climb up.

While Tor and Agnarr were climbing, Tee quickly checked on the scrying cube to make sure that the woman hadn’t discovered it or disturbed it. She hadn’t. But Tee decided to move it anyway: If people were going to be searching the office, she wanted the scrying cube to be more secure.

She focused her attention on the desk, thinking to find a drawer behind which she could hide it. What she found, instead, was a secret compartment at the back of one of the drawers. Sliding it open she found two things: First, an iron money coffer that was completely empty (obviously Linech’s funds were almost completely depleted at this point). Second, a letter written on elegant paper that had once been sealed with wax that was now broken.

The letter read:

(more…)

IN THE SHADOW OF THE SPIRE

Session 8B: Meeting Tor

During Session 8, the party had its first interactions with two very influential citizens of Ptolus: Malkeen Balacazar of the Balacazar crime family and Lord Zavere of Castle Shard.

At this point in time, the PCs were either 2nd or 3rd level (depending on whether or not they had earned XP in the prelude sessions). Malkeen was 14th level. Zavere was 20th level. Obviously, in terms of puissance, the PCs were completely dwarfed. If they’d decided to pick a fight with either one of them, they’d most likely have been crushed like bugs almost instantaneously.

“Don’t antagonize someone who has a fang-faced, void-mouthed guy to order around.” – Elestra

This, of course, was entirely intentional. In a zero-to-hero game like D&D, I think it’s really important for the PCs to have interactions with the very powerful. It gives them something to aspire to and is also integral to establishing that the world they inhabit is a large and complex place with concerns which extend beyond their daily lives. Doraedian is another prominent example of this, as are any number of denizens of the common room at the Ghostly Minstrel.

In some ways, this is kind of the inverse of Revisiting Encounter Design: Just as you want to increase the dynamic range of your encounters by designing them with a wide variety of creatures of varied powers, you also want to make the dynamic range of your entire campaign as broad as possible.

Agnarr cracked a sunrod and observed that they were now doing the same job (retrieving the girl) for three different employers: Zavere, Linech, and the man with the star-tattoo.

Ptolus - Malkeen BalacazarThis high level of power is not, of course, a necessary quality for a patron. (During these same sessions, Linech is an example of a patron on par with the PCs’ power level.) It’s obviously not a requirement for every villain. But these characters allow you to open doors that would otherwise remain closed.

On the other hand, this liberty must be carefully balanced against the inherent threat of the disparity in power: The ability to squash the PCs like a bug is not only problematic because they might actually end up getting squashed; it’s also problematic because it can make the players feel helpless, manipulated, and coerced. (That can be okay some of the time, but in most campaign it becomes a major problem if the players feel that they’ve become completely de-protagonized or that the GM is railroading them.)

The precise way you accomplish this balancing act is always pretty heavily dependent on the specific circumstances of the campaign. But there are a few general principles you can keep in mind:

Balance the Interests of the Powerful: Counter-intuitively, you can often reduce the PCs’ sense of powerlessness by including even more powerful people. These powerful factions can be used to checkmate each other. You can see an example of this with Malkeen Balacazar and Lord Zavere: The PCs were being sent up against a really powerful crime family, but they were doing so at the best of a very powerful patron. If things got dicey, they should be able to fall back on their powerful ally to provide protection.

Keep the Distance: You can have the powerful get involved with the PCs’ lives without them constantly invading the PCs’ personal space. Lord Zavere, for example, reached out to them through the intermediary of Mand Scheben. Malkeen Balacazar, on the other hand, was not actually supposed to directly interact with them: At the first sign of trouble, he was supposed to clear out under the mistaken belief that someone was bringing the hammer down and he would be in person jeopardy. (Allowing the PCs to perhaps glimpse him during his retreat.) The campaign obviously went a different way than that, of course.

“Tee! I was just writing you a letter!” He crumpled the paper and shoved it to the side.

You can usually tell that you’ve been successful in striking the right balance, however, when you discover that you can’t keep the powerful at arm’s length because the PCs are actively seeking them out. You can see evidence of that in this week’s campaign journal with the “crumpled letter” gag: I hadn’t actually anticipated that Tee would actively seek out Mand Scheben or Doraedian that morning, so I’d actually prepped letters that they were supposed to have delivered later that day. (I literally crumpled up the props and tossed them aside.)

Making the PCs Vital: If powerful individuals are taking an interest in the PCs, it means that the PCs have something to offer them. Crank that dial up. Make the PCs vital to the interests of one or (preferably) more of the powerful. This not only serves as a layer of protection (“I can’t kill you, I need you!”), it also, by definition, prevents the PCs from feeling powerless or irrelevant: Their choices matter. What they do matters.

The importance of this last point, in my opinion, cannot be over-emphasized. The reason to bring the powerful into the PCs’ sphere isn’t so that the PCs can goggle at the amazing antics of the powerful. It’s so that the PCs can get tangled up in their affairs.

And as the PCs seek to untangle themselves, over time they will slowly discover that they have become the powerful and the affairs are, in fact, their own.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 8B: A NEW COMPANION

October 7th, 2007
The 24th Day of Amseyl in the 790th Year of the Seyrunian Dynasty

MEETING TOR

The five of them moved into the common room of the Ghostly Minstrel. It was sparsely populated in that early hour of the morning, and Tellith pointed them towards a short, stocky man with light brown hair who was sitting at one of the tables and reading a slim book by the light pouring through the front windows.

When he saw them approaching, the man rose and they saw that he was ever-so-slightly bow-legged. “My name’s Tor.”

After a few moments of conversation, it quickly became apparent that Tor thought they were expecting his arrival. None of them had any memory of that, of course, but they managed to hide that fact from Tor.

It turned out that Tor was carrying a letter of introduction from a man named Ritharius. But, as was clear from the letter, Tor did not actually know Ritharius – had not, in fact, ever met the man.

The amnesiacs had hoped that, by careful questioning, they might find out why Tor had been sent for, and in that manner discover what their intentions had been during the time of their memory loss. But, unfortunately, Tor’s interests were maddeningly vague – he had been interested in pursuring the life of a wandering errant, hoping to accrue those deeds of valor which might allow him to become a knight.

The group told Tor a little of what they were currently planning – in very general terms – and he seemed more than happy to help them. A firm handshake from Agnarr seemed to seal the arrangement.

Agnarr, Dominic, Elestra, Ranthir, and Tee were still bedraggled from their morning excursions in the sea. And there was various business to attend to. So they agreed to go their separate ways for a bit, and then reconvene here in the common room in the early hours of the afternoon.

While the rest of the group headed upstairs to get cleaned up, Tor arranged a room for himself and lodging for his horse (paying for a week in advance). Then he headed across Delver’s Square and headed down into the Undermarket. There he sought out the Delver’s Guild facilities and arranged membership with the ebullient Gorti. With his papers and his lodgings in order, Tor spent some time wandering through Midtown. He was amazed by the size and wealth of this city, and his eyes were drawn constantly back to the wonder of the Spire.

After finding what high quality barding would cost for his horse, Blue, Tor returned to the Ghostly Minstrel’s common room and continued reading. Ranthir, who had spent this time studying his arcane lore, greeted him as he passed through on his way to the Delver’s Guild library, where he researched the Order of the Chalice. Although he found some generally unsatisfying tidbits of information about the Order, he found nothing to explain what connection – if any – had existed between the group, Sir Robilard, and the mysterious Ritharius.

Elestra, meanwhile, had gone on another walkabout. She was increasingly convinced that the Voice of this strange city was whispering in a place just beyond her hearing. And more and more it seemed to her not as if she was trying to hear the voice of a stranger, but that it was the voice of a long-lost friend.

In the end, Elestra did not hear the Voice as clearly as she might have hoped. But its whispers – half heard and barely understood – were beginning to guide her. In more practical terms, she discovered that the Commissar had placed a bounty upon the “tail of all Plague Rats, also known as Ratmen, Ratfolk, and Rats most Dire”. Notices were being posted throughout the city. Elestra grabbed one of them and brought it back to the Ghostly Minstrel.

The rest of the group, but particularly Agnarr, thought that the rat bounty sounded like a great opportunity to earn a little coin. They agreed that, in the morning, they should investigate the best ways of pursuing the matter.

Proclamation of Rat Bounty

LINECH’S OFFICE

(08/25/790)

In the morning, after breakfast, Dominic went to the Temple of Asche and spoke with Mand Scheben and Lord Zavere (by way of the purple stone). He reported on everything that had happened the day before. Zavere, in turn, told him that the man with the star-shaped tattoo was Malkeen Balacazar. (Dominic didn’t mention the deal Tee had made, since he didn’t know about it, but he did tell them that the watch was most likely in the hands of the Balacazars.)Dominic also talked to Mand and Zavere about Tor and the letter of introduction from Ritharius. To Lord Zavere’s questioning, he reported that none of them had any idea who Ritharius was or why he might be sending Tor to them.

Lord Zavere told Dominic that Ritharius was an “associate” of his. If Tor had come from Ritharius, then Tor could almost certainly be trusted.

Zavere also had another job for them: Linech Cran’s office was protected with anti-scrying spells. Zavere had created a small wooden cube – about the size of a child’s plaything – and imbued it with magicks that would help him to penetrate those defenses. He wanted them to sneak into Linech’s office and hide the cube.

Dominic felt this would be difficult – given the way they had parted company with Linech – but Zavere was offering them 1,200 gp for the job. Dominic said he would have to talk it over with the rest of the group, but agreed to take the scrying cube back with him.

Zavere and Mand paid him a further installment on the money they owed the group for their ongoing activities, and Dominic headed back to the Ghostly Minstrel.

Meanwhile, Tee, Tor, and Elestra were scouring the city to see if they could find a good place to follow-up on the activities of ratmen. They discovered that there had been several sighting of ratmen recently in the area around the Midden Heaps in the Guildsman District.

When everyone had returned to the Ghostly Minstrel, Tee and Elestra made excuses to separate themselves from Tor and met up with Dominic, Agnarr, and Ranthir. Dominic split the money and shared the information he’d gained from Mand and Zavere.

Both Elestra and Tee recognized the name of “Balacazar”: The Balacazar family was the oldest and most powerful criminal organization in Ptolus. Menon Balacazar was the aging head of the organization, but his son – Malkeen – was second in command and well-known for the star-burst tattoo over his right eye. (Menon also had two daughters, Fesamere and Maystra.) Everyone knew they were criminals, but they were “officially” a minor merchant house with a small estate in the Nobles’ Quarter.

The revelation that they had brushed up against the highest echelons of the Balacazar crime family – and that Malkeen might even know their real names – sobered the group immensely.

But there didn’t seem to be much they could actually do about it. What they did decide, after looking at their finances, was that they should take the job from Zavere. They’d also get Tor involved in the new job, but wouldn’t give him much in the way of details from the previous job (most notably, the Balacazar connection). They also decided to continue keeping their shared amnesia a secret from him.

Tor was more than happy to help, and the group split up for a few hours to gather information.

Tee and Elestra asked around town about Linech. They discovered that, shortly after their meeting with him the previous day, he had lowered the gate across the entrance to his burrow and shut himself inside. The word on the street was that he had done something to anger the Balacazars, and had now given up all hope. (“No wonder he was so angry about losing the watch,” Tee said.)

Tor, meanwhile, headed up into the Rivergate District to scout around and see if he could find an approach to Linech’s office. (Since Linech didn’t know him, the group figured he was the safest one to do the work.) What he discovered was that Linech’s burrow was right up against the western wall of the Rivergate District – beyond that wall there was nothing except a huge drop-off into the King’s River Gorge.

Fortunately, the building holding Linech’s office was on the other side of the burrow: The ten-foot wall on that side of the burrow was built up and overlooking another burrow directly to the east. The buildings in this other burrow were all independently owned, with the building directly below Linech’s office owned by the Yebures – a father who worked as an accountant and a mother who stayed at home with their young daughter.

Even better, the window in Linech’s office was east-facing – affording the half-orc a beautiful view all the way down the length of Ptolus, but also making it relatively easy for someone to climb up, enter through the window, and hide the scrying cube somewhere.

Dominic had spent some of this time replenishing their diminished supplies, particularly in the crucial area of healing magic.

Agnarr, meanwhile, had simply been wandering the city. He heard news that an explosion of some sort had happened in the North Market. He headed in that direction and discovered that it was, in fact, an “explosion of shadow” which had left a permanent inky darkness at the top of a tower. Several bodies had apparently been removed from the area of the darkness.

Agnarr wanted to know who the tower belonged to. His first tactic, upon spotting a plaque on the side of the building with some writing on it, was to walk up and try to rip the plaque from the wall. (He figured he could take it back with him and have Ranthir read it to him.) The city watch on duty stopped him from doing that, but simultaneously let slip that the tower belonged to someone named Nycedon. That satisfied him and he headed back to the Ghostly Minstrel.

Upon reconvening, the group decided it would be best to wait until evening – the office was more likely to be empty and they were less likely to be noticed.

So, after dinner, they split into small groups and made their way up towards the burrow next to Linech’s.

Ptolus - Linech Cran's Burrow

Once there, Tee went down the narrow alley between the Yebures’ and the house next door. From there she climbed quietly onto the Yebures’ roof. She had some difficulty climbing the next section of wall up to Linech’s window – falling and cracking her head once – but she eventually secured a grappling hook in the chimney on Linech’s roof, climbed the rope, and then rappelled over to Linech’s window.

The lock on Linech’s window yielded to her thieves’ tools easily enough and she slipped inside, falling to the floor next to the life-size gold statue they had noticed the last time they were in the office.

In looking for a place to hide the scrying cube, Tee’s eyes were naturally drawn to the bookshelves along the room’s north wall. Clearing some of the books away she reached back to place the scrying cube behind them… only to find a crumpled up sheet of paper lying there. She pulled this out, glanced at it, and then stuffed it into her bag. Placing the scrying cube and then carefully replacing the books she had moved, she went back to the window, shut it behind her, and climbed down.

Tee gave the signal that the others, scattered around the lower burrow, could disperse. It had all gone as smoothly as anyone could hope.

On the way back to the Ghostly Minstrel, Dominic stopped by the Temple of Asche to report their success. He was paid the remainder of the monies due them, and was told that Zavere would be in touch with them in the morning.

When Dominic joined the others at the Ghostly Minstrel, arriving only a few minutes after they did, he quickly split the money. Agnarr immediately handed 100 gp of his payment to Tee. “You did most of the work on this venture. You deserve most of the payment.”

Tee thanked him, and then pulled out the crumpled note she had recovered from Linech’s office and showed it to them:

Toridan—

Ruror says you’re still making deals with that old fool Demassac. You need to stop this. I’ve told you before. We can’t trust Demassac. No one can, but us most of all. He’s in close with the Balacazars and we’re none too popular with them at the moment. He’ll stab you in the back in a moment. Or stuff you into one his god-forsaken machines. Keep clear of him.

Big Bro

They didn’t know what it meant, but they resolved to look into it the next day. Then they went down to the common room. Tee was careful to make a big spectacle of herself (she wanted a firm alibi) – buying several rounds for the entire common room and letting Agnarr get completely drunk on her tab.

TEE ON THE TOWN

(08/26/790)

The next morning, Tee woke up early and left the Ghostly Minstrel before the dawn’s light had even begun to halo the Spire.Her first stop was the Temple of Asche. A priest ushered her up to Mand Scheben’s office. The priest looked up as she came in: “Tee! I was just writing you a letter!” He crumpled the paper and shoved it to one side.

Tee asked if the scrying cube was working well. It was. In fact, Mand said they had been scrying through it intermittently even before it had been placed. (Tee reflected that she was glad she had taken cares not to take the cube anywhere particularly private.) They had anticipated leaving the cube in place for some time before taking any action on the information it obtained, but it turned out that immediate action was demanded.

The life-size statue of gold in Linech’s office was, in fact, a friend of Lord Zavere’s: A man by the name of Lord Abbercombe. Lord Abbercombe had, apparently, been turned into a golden golem many years ago. A few months back, however, Abbercombe had simply disappeared. How he had ended up in Linech’s office – and how he had come to apparently be paralyzed – were mysteries. But it was very important that they rescue him. And this had to happen quickly, before Linech decided to melt him down for cash or the Balacazars raided Linech’s burrow, killed the half-orc, and took Abbercombe somewhere that would be even more difficult to extricate him from.

Tee is hesitant to take the job. It would, after all, be much more difficult than simply hiding the scrying box.

“Lord Zavere understands that,” Mand said. “Which is why he’s willing to pay each of you 1,000 gp for completing the job.”

Tee agreed to talk it over with the rest of the group.

Her next stop was Doraedian’s. As she entered the office, Leytha Doraedian looked up: “Tee! I was just writing you a letter!” He crumpled the paper and shoved it to the side.

Doraedian had been writing to Tee to inform her that her training would begin the next day.

Tee was excited, but quickly turned her attention back to the reason she had come: She reported to Doraedian the visions (had they been flashbacks?) she, Ranthir, Dominic, Agnarr, and Elestra had experienced when they had been knocked unconscious (while carefully not going into detail on how that had happened). Doraedian couldn’t give her much help in understanding them, but “any insight, no matter how small might be the one to unravel these riddles”.

Tee returned to the Ghostly Minstrel.

WAITING FOR THE NIGHT TO COME

When the rest of the party came down to breakfast on the morning of the 26th of Amseyl, Tee was waiting for them. She quickly discussed the details of the job Mand Scheben had offered them.

They also discussed their other options: Ranthir was interested in following up on the “shadowy explosion” that Agnarr had told him about. Various errands still needed attending. And many of them showed an interest in returning to the dusty complex of tunnels beneath Greyson House – this time better prepared and better armed. And there was the rat bounty to consider.

They finally decided that, as difficult as getting the statue out of Linech’s office might be, the price was right. It was definitely better coin than they could gain from pursuing the rat bounty and surer coin than what might be found beneath Greyson House.

After putting a plan in place, they decided that evening was the earliest they could hope to get back into Linech’s office. They could only hope that Linech wouldn’t do something desperate today. (If he did, though, they took some comfort in the fact that Zavere would immediately know of it through the scrying cube and could take more decisive action.)

With an empty day ahead of them, Tee and Dominic decided to check up on Phon (who they hadn’t seen for several days now). They stopped by Saches and picked up the shirts that Tee had ordered, but Marta told them that, although Phon wasn’t scheduled to come into work that day, she’d seen her the day before and she seemed fine (although very pregnant!). They headed up to Phon’s house, but there was no answer to their knock.

Agnarr, meanwhile, was yet again looking for a dog to rescue from the streets and train into a loyal companion. While wandering the streets of the Warrens, he actually came across such a stray… but made the mistake of offering it iron rations. The dog, repulsed, growled at him and ran away. Agnarr slumped down on the curb for a long while.

Ranthir spent the day studying another spell from Collus’ spellbook, then – perhaps feeling the close quarters of his room – decided to head over to the library and research the tower where the explosion of darkness had happened. Unfortunately, there didn’t seem to be any meaningful records of Nycedon or his tower. He resolved to check the City Library at his earliest opportunity.

Tor, meanwhile, was already at the City Library. He had finished the book he had been reading, and was eager to find more – always working to improve his literacy.

Of all of them, it was perhaps Elestra alone who was working towards their larger goals. She was following the Breath of the Streets, pursuing the whisper of Demassac Tovarian. And then, for the first time, she heard the Voice of the Wall in Ptolus. It guided her back to Nul’s, the hole-in-the-wall tavern in the Warrens where she and Dominic had gone.

From there the patterns of the Breath were clear, and by noon she had followed it from the Warrens into the Guildsman’s District and back again. She discovered that Demassac Tovarian owned a house in the Warrens, out of which he publicly ran a shabby antiques and curio business.

But, in reality, Demassac ran a trade in used magical items, selling directly to criminals and their ilk – which, based on Linech’s letter, she assumed meant the Balacazars. But lately there were reports that Tovarian was beginning to supply the Pale Dogs gang with high quality magic items, making that group more dangerous than it had been previously.

She also discovered a whisper of a whisper… and it said that Demassac Tovarian had connections to a major underworld figure known as the Surgeon in the Shadows.

It took her another three hours, but Elestra finally managed to eke out a few details on the Surgeon: His real name was Kinion Luth, and – for a price – he would alter his customers in horrid ways while granting them fantastic abilities. But whenever she asked for more than that, mouths shut and whispers stopped.

Elestra returned to the Ghostly Minstrel in the late afternoon. There she met up with the rest of the group. They exchanged notes and headed to the Hammersong Vaults in Oldtown. Each of them rented a separate lockbox and placed many of their valuables in them.

Then, with dusk falling, they set out to rescue a golden statue…

Ptolus - Lord Abbercombe

NEXT CAMPAIGN JOURNAL

IN THE SHADOW OF THE SPIRE

Character Background: Tor

Adding new players to a successful campaign can be really tricky. It doesn’t take much to muck up the strange alchemy that makes for a great group, and that doesn’t even take into account “real world” concerns like discovering that scheduling which was previously hassle-free has stumbled into a nightmare of subtly conflicting schedules that form a real impediment to actually playing.

Auditioning players can help weed out some of these problems. I know some groups will “audition” the new players by just adding them to the existing campaign as a trial run, but I’ve found that this generally causes more problems than it solves. (Even if you manage to cleanly break with a player who’s not working out, you still end up having to deal with the jagged edges of continuity left from introducing a new PC and then, even more importantly, writing them out.) I prefer running a one-shot completely separate from the campaign (although perhaps set in the same campaign world) or even a short mini-campaign that lasts two or three sessions. It allows you to assess how the chemistry of the group will work out, without disturbing the primary campaign in any way.

As I’ve mentioned in the past, of course, an open table is a big help here, largely because a successful open table will leave you with a surfeit of qualified candidates who you’re often eager to play with in a dedicated campaign. There’s no guesswork in determining whether or not someone is a good player because you’ve already seen them play; in fact, you’ve probably already seen them play with the other members of the campaign.

Keeping the difficulties in mind, however, in practice, I just don’t do it. Most of my campaigns sit five players. I generally don’t like going above that number, and if I lose a player (for whatever) reason I’m generally more comfortable letting the number of players slip to four or even three. (This is particularly true with more typical campaigns of 15-25 sessions. Usually easier to just power through to the end.)

Nonetheless, in this session of my Ptolus campaign I found myself adding two new players. I’ve described the reasons for this previously. In brief: Due to the events in Session 7, one of the original long-distance players (Agnarr) had decided to quit; the second long-distance player (Alysta, who had already been having scheduling problems) decided it was a good opportunity to also drop out; and the third long-distance player (Ranthir) had become more-or-less local.

As we regrouped in October 2007, two new players would fill the empty chairs and bring with them two new characters: Tor and Elestra.

TOR

Let’s start with the more traditional addition.

Although I didn’t “audition” either of the new players, I had literally auditioned one of them: She played the role of Abigail Adams in the 2007 production of my play John and Abigail. If I recall correctly, she had not played RPGs before, but was intrigued by the whole concept after chatting about the campaign after rehearsal one night.

I offered her the option of picking up either of the characters who had been abandoned, but as this was her first time at the rodeo she was interested in getting the full experience by creating her own character. Thus was born Master Torland Mank.

This actually ended up being, unintentionally, a great thing for the campaign. Introducing a character who was not directly tied into the mystery of the group’s lost memories ended up pulling the campaign in directions it otherwise would not have gone and anchoring it in ways that, in retrospect, were absolutely essential. Without Tor, it’s likely that everything else the group encountered would have continued playing a second fiddle to the overriding concern of what had happened to them, and much of value would have been lost.

And because Tor’s player was, in fact, fabulous, the roleplaying revolving around Tor’s introduction to the group was amazing (as you’ll see over the course of the next few campaign journals).

So, that’s lesson one here: When looking to add a new character to the campaign, try to find a new dynamic. Add something that the group doesn’t already have — a different perspective on the world, a different social class, a different set of goals, a different set of problems. (At a crude, mechanical level, a different set of abilities.) All of these things should obviously complement the existing group, but in adding a new character you have an opportunity to make the campaign richer than it was before, so take advantage of that.

This applies just as much to a new character created by an existing player.

(We’ve all seen those TV shows where an actor leaves and they replace them with a “new” character is actually just filling the same functional role as the old one, right? And we know that never works, right? The new guy is always just the slightly suckier version of the previous character? Right. So don’t do that.)

Another tricky thing to consider when adding a new PC is the hook: How do they get introduced and (even more importantly) how do they get pulled into the group?

In most cases, even if you completely screw this up the metagame will paper over the gaping cracks: Everybody knows that this is Peter’s new character, so they’ll just kind of “naturally” accept him as part of the group. But it is, in fact, this sort of “go with the flow” tendency which, for me, makes it even more important to not have it be that simple; to have the new addition to the group make sense in character.

(This is also something you can fiendishly invert: Next time Peter needs to roll up a new character, instead ask him to take on the role of an NPC that’s planning to infiltrate the party and betray them for one reason or another. The eventual revelation may do irreparable damage to the group’s metagame trust of the next PC to show up, but it’s worth it.)

In the case of Tor, as you can see in the campaign journal, I was able to take advantage of the PCs’ lost memories to just literally have them hire him. This tied him loosely to the central mystery of the campaign, obviously, and (now that I think about it) kind of hung a lampshade on the whole “of course we trust this guy, it’s Sarah’s new character” thing.

(In point of fact, as you’ll see in the next journal entry, they did not fully trust Tor and ended up concealing their lost memories from him. This is all for the good. A little intra-party friction is good stuff.)

ELESTRA

Elestra’s player was also new to the table, but her character was slightly more unusual. I’ve discussed this in greater detail in the past, but basically Elestra was originally a character named Alysta. And I retconned the campaign so that Alysta was written out and Elestra had been there all along.

I’d never done anything like this before, haven’t done it since, haven’t heard of anyone else who has done it, and will probably never do it again myself.

The reason I did it was relatively straightforward: I’d designed a mystery basically starring these five characters — Agnarr, Tee, Dominic, Ranthir, and Alysta. There was no logical way for Alysta to decide to just… leave. (For a similar reason, Ranthir’s player took on the role of Agnarr and has played both characters simultaneously ever since.)

The existence of a detailed campaign journal actually made this relatively easy: I spent an afternoon or so rewriting the existing campaign journal, replacing all references to Alysta with Elestra. This not only created a new “canon” for the campaign that everyone could agree upon, it also made it easy for Elestra’s player to catch up on all the things that “she” had experienced.

This worked surprisingly well. So well, in fact, that the group basically forgot all about Alysta. I think I speak for all of us when I say that when we think back to the early days of the campaign, we think of them as if Elestra had been there. Until writing this essay, in fact, I don’t think I’d thought about the name “Alysta” in close to a decade. Even Elestra’s player discusses the events of the first seven sessions of the campaign as if she had actually experienced them.

Beyond that, I don’t really have any general lessons to take from this, though: It was kind of a wacky idea. Despite the fact that, against all odds, it somehow worked, I wouldn’t really recommend it as something you should try.

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